Yup, it sure is. Steam already has the Vive as their VR equipment, so it would just be a matter of reformatting everything to work on the other equipment. Hard to say how long that'll take--most games take them about 6 months or so to get on to Steam after the console release, but it could take a bit longer since they'd be reformatting extra equipment that Iffy's never worked with before. Even so, I'd say like 9 months after the console release at the most. I'd be very surprised if it didn't happen.

With it just coming out in Japan recently, I would guess it'd come out for PS4 summer 2018, and on Steam that winter. It might make it before the end of the year, but it'd more likely be January/February. We'll have to see though.

Well as long as it gets localized and released on pc I'll be happy I don't really mind if it takes a bit longer since iffy is releasing quite a few games on steam so there are other things to play while I wait

Depends on if they architected their software with portability in mind: So far none of their games had hotkeys for Inventory, Equipment, or Quest log, or anything like that, not to mention the lack of combining mouselook with attack/jump mapped to left and right mouse buttons. All they did was map the controller buttons and axes to the pc keyboard, without ever playtesting it,

I can say that nobody playtested their products because default control schemes like Megatagmension and Neptunia U were not only poorly designed, requiring three hands to operate (One for movement via WASD, one for attacks/jumps using KLIO keys, and one for camera controls on the numpad) but repeated as if it was something OK.

So given this inept track record and absolute failure at understanding as simple things as good control schemes, I'd suggest it will take them far more time and manpower than it would need with good software design.

But to do more than just roast IFI and all associated people, here is how you design your controls well.

First you realize PC users also have two hands. They either use both on the keyboard when typing text like this one you are reading, or one hand at one side of the keyboard (Right handed users use WASD on the left hand, and the symmetric option for left handed users is the numpad with the right hand.) and another controlling the mouse.

So you start distributing your controls with this in mind.

First you have the mouse control the camera, without any mouse buttons being pressed. Second, you place the most used buttons onto the mouse. These are the symbol attack (A button on the xbox controller) and the jump (B button) buttons. You can map two more to the mousewheel actions (Mousewheel up, mousewheel down), but those are usually left for cycling weapons/spells/consumables/etc and can be omitted

Second, you group everything else to the other hand handling the keyboard.

WASD for movement, QE in place of XY buttons, Shift and Alt in place of L1, R1, Ctrl, Space in place of L2, R2, 1234 for the Dpad buttons.

This is simple remapping, so simple it can be done with an autohotkey script in a few hours if one is slow (That was how much it took me with Autohotkey), yet somehow IF/CH/associates have been unable to do it with the source code in their hands.

Now there is more that can be done, and for starters it is adding rarely used hotkeys to bring up menus in a single step. Now these aren't so simple as mapping buttons to controller inputs. So instead of opening the Menu and THEN going to equipment, you press I and be there in a single step. Then do these with other buttons:

L for quest logJ for NepediaK for character skills and abilitiesP for PartyESC for the system menu (Save/Load/Options/Exit)

And so on and so forth

So while I hope that one day IFI will grow a brain (or simply wake up) and start producing good ports that play well on the PC after years of PC ports with known and proven input devices (KB&M), their track record does not give me much hope as they would have to work with devices wholly new to them.

here I attached the two scripts I use for Neptunia U, and the Rebirth series respectively. Rename their extensions to .ahk and run them using Autohotkey and they should work.

I agree that Iffy games don't play well with mouse and keyboard, but playing with a controller works and for me personally I prefer to play games like the neptunia series and Fairy fencer as well as other action or adventure games like Nier or shadow of Mordor with a controller. Mouse and keyboard work better for me with first-person games like Skyrim or RPG's with gameplay like Dragon Age

But on the main toppic, I think it depends on how closely the PSVR and Move controllers match the Oculus and Vive or rather how hard it will be to port or emulate how it works onto the Oculus or Vive. I think because quite a few games are released with support for all three their main functunality can't be that different

I assume Ghostlight is still doing their PC ports, so I guess it depends on their familiarity with VR hardware, because that's where the conversion would be tricky.

As far as how you're trying to play on keyboard, I can't say I get it. No one has two thumbs on their right hand, so switching from right stick camera to face buttons on console is just what you have to do. What makes you think you need three hands to do it on PC? Just use one for movement and switch the other from camera to face buttons and back.

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